|
3 registered members (Dico, AndrewAMD, TipmyPip),
16,874
guests, and 5
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: Machinima Possibilities - Can GS do this?
[Re: Timlon]
#58138
10/27/05 11:02
10/27/05 11:02
|
Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
|
Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
|
Quote:
ulillillia - thank you very much for taking the time to respond, much appreciated 
The ability to use or not use tweening is perfect Does this apply to the animation also? As in, if I have say a character walking along without tweening applied to his movement - can I do the same for his animation also?
Thanks again ulillillia
Tweening, assuming that's where you have a frame "between" another frame from averaging the two frames together, sort of like converting my best 2D animation from 10 frames per second to 20 frames per second, you can use it if you want or you can use a "hard" frame rate where everything moved based strictly on that frame rate only (if you want, say, 30 frames per second, typical for movies (sometimes 60), just change the position of the objects based only on 30 frames per second and avoid multiplying by time. I know the tricks to making animations, including how to turn 2D into 3D without triginometry.
If you build your map (scene) where 16 quants (coordinate units) is one foot, if you want to move 100 feet per second (about 68 mph), and you want 30 frames per second, just do the math.
100 feet per second is 1600 quants per second. At 30 frames per second, you'll move 53 1/3 quants per frame. For this, you'd have my.x += 53.333; in your script. After all positions are processed for all objects, just execute a screenshot in the script then update the positions and get another screenshot. Not much to it. Need help with most of the math, I can help with that.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
|
|
|
|
|
|